Historical Background:To secure Basra, the Shatt Al-Arab river and the town of Asher had to be cleared of Iraqi forces. The attack began before dawn on May 7 with the river borne assault that landed at the wharf in Ashar and secured the bank. However, the Iraqis positioned themselves strategically on the streets and rooftops and defended aggressively.Whilst this was happening, another force of Gurkhas was advancing from the West. Ashar was well defended with machine guns which inflicted casualties on the advancing Gurkhas. By mid day however the Gurkhas had pushed the Iraqis back into Ashar, where the Iraqis maintained sniper lead counter attacks against the British forces.By early afternoon however the two forces had linked up and surrounded the town. The battalion commander then contacted the Iraqi commander and persuaded him that further resistance was futile and soon artillery would be ranged on the town. This persuaded the majority of the Iraqi forces to surrender or melt into the population, and Ashar had fallen by the evening.

Briefing:Allied Player [India]Take 6 Command CardsYou Move First

Axis Player [Iraq]Take 4 Command Cards

Conditions of Victory:6 MedalsThe Telegraph Office and the Power Station are Temporary Medal Objectives for the Indian Player.

Special Rules:Robert Creek is fordable, however the Shatt Al-Arab is only travelable with the boats.[Nations 5 - British Commonwealth Forces] BCF command rules are in effect.[Units 2 - Specialized Troops] All Indian units are Gurkhas, use elite rules.The Allied Armor unit is a Armored Car unit. Same as armour except it battled at 2-2-2.[Troops 10 - Snipers] The Iraqi player has two sniper units.[Troops 15 - Landing Craft] Landing Craft represent the boats the Gurkhas used to journey up the Shatt Al- Arab. [SWA 7 - Machine Gun] Machine Gun rules are in effect for the Badged Iraqi unit.

Warning:Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.